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Join Date: May 2011
Location: London, E4
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I've attempted to replicate the Psionic abilities from HârnMaster 3e (HM3) by Columbia Games for GURPS 4e. I'd welcome thoughts and suggestions:
Although I am likely to allow other abilities from the GURPS Psionic Powers book and other supplements in my game, I have kept to the HM3e abilities. Also, to note, the new edition of HârnMaster by Kelestia drops the word 'psionic' and instead calls them Arcane Talents. As the term psionics is more associated with science fiction, and I feel does not fit the pseudo-medieval setting of Hârn, I will adopt that usage. Notes on build In trying to replicate the HM3 psionics, at times I have used more powerful levels/versions of the abilities within GURPS Psionic Powers as a basis. However, weaker versions could still be available in my game. I have used the Fatigue Levels from HM3 to guide the amount of Fatigue Points to use or activate the ability. The exception is where the Fatigue Cost is already inherently part of the power or where the net of the limitations and enhancements would have been greater than -80% I have used a lower Costs Fatigue level. On Costs Fatigue, it should be noted that I am using this House Rule https://www.mygurps.com/index.php?n=Mai ... al builds. Notes on Rules Names (p. 245 of GURPS Thaumatology) is in play. As such, the Arcane Talent Command Ethereal can get those bonuses. Contagion (pp. 245-246 of GURPS Thaumatology) is in play. As such, the Arcane Talent Seekersense can get those bonuses. |
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| Tags |
| conversion, psionics |
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